My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Mediocre

1 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Flying Machine Three Musketeers Baby Dragon Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Flying Machine Three Musketeers Baby Dragon P.E.K.K.A Night Witch

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant Three Musketeers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Poison

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Elite Barbarians

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Elite Barbarians Flying Machine Baby Dragon P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Elite Barbarians

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Royal Giant Elite Barbarians Three Musketeers Night Witch
Giant Snowball
Flying Machine Three Musketeers Baby Dragon Night Witch
Zap
Royal Giant Flying Machine Three Musketeers Night Witch
Barbarian Barrel
Elite Barbarians Three Musketeers Night Witch
The Log
Royal Giant Elite Barbarians Three Musketeers
Earthquake
Arrows
Flying Machine Night Witch
Royal Delivery
Elite Barbarians Flying Machine Three Musketeers Baby Dragon P.E.K.K.A Night Witch
Fireball
Elite Barbarians Flying Machine Three Musketeers Baby Dragon Night Witch
Poison
Flying Machine Three Musketeers Night Witch
Lightning
Elite Barbarians Three Musketeers Baby Dragon Night Witch
Rocket
Elite Barbarians Three Musketeers Night Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Poison

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Baby Dragon Poison P.E.K.K.A Night Witch

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Elite Barbarians

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Three Musketeers

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Flying Machine Baby Dragon Poison Night Witch Royal Giant Elite Barbarians P.E.K.K.A Three Musketeers

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

16 Flying Machine Baby Dragon Poison Night Witch

Attack Synergies 2 12

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Royal Giant
Poison Elite Barbarians Flying Machine Baby Dragon Night Witch
Elite Barbarians
Royal Giant Three Musketeers
Flying Machine
Royal Giant Three Musketeers Baby Dragon P.E.K.K.A
Three Musketeers
Elite Barbarians Flying Machine
Baby Dragon
Royal Giant Flying Machine Poison P.E.K.K.A
Poison
Royal Giant P.E.K.K.A Baby Dragon Night Witch
P.E.K.K.A
Poison Flying Machine Baby Dragon Night Witch
Night Witch
Royal Giant Poison P.E.K.K.A

Defense Synergies 0 3

Royal Giant
Elite Barbarians
Flying Machine
Baby Dragon P.E.K.K.A
Three Musketeers
Baby Dragon
Flying Machine P.E.K.K.A
Poison
P.E.K.K.A
Flying Machine Baby Dragon
Night Witch

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Flying Machine Baby Dragon
Elite Barbarians P.E.K.K.A Flying Machine Three Musketeers Night Witch
Three Musketeers P.E.K.K.A Elite Barbarians Night Witch
Elite Barbarians Three Musketeers P.E.K.K.A Night Witch
Elite Barbarians Poison P.E.K.K.A
Flying Machine Baby Dragon Night Witch
Three Musketeers Flying Machine Baby Dragon Poison Night Witch
Flying Machine Baby Dragon Poison P.E.K.K.A
Three Musketeers P.E.K.K.A Elite Barbarians Night Witch
Elite Barbarians Night Witch
Poison Flying Machine Baby Dragon Night Witch
Three Musketeers Flying Machine Baby Dragon Poison Night Witch
P.E.K.K.A Night Witch Elite Barbarians Flying Machine Three Musketeers
Three Musketeers Baby Dragon Poison P.E.K.K.A Night Witch
Elite Barbarians P.E.K.K.A Three Musketeers
Elite Barbarians Three Musketeers P.E.K.K.A
Three Musketeers Elite Barbarians Poison P.E.K.K.A Night Witch
Elite Barbarians Flying Machine Three Musketeers Baby Dragon Night Witch
Baby Dragon Poison Flying Machine
P.E.K.K.A Elite Barbarians Three Musketeers
Elite Barbarians Flying Machine Baby Dragon Poison P.E.K.K.A Night Witch

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Elite Barbarians P.E.K.K.A
Poison Elite Barbarians Flying Machine Baby Dragon
P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians Night Witch
P.E.K.K.A Elite Barbarians Three Musketeers Night Witch
Poison Flying Machine Three Musketeers Baby Dragon
P.E.K.K.A Elite Barbarians Flying Machine Night Witch
P.E.K.K.A Elite Barbarians
P.E.K.K.A Elite Barbarians Flying Machine Baby Dragon Poison
P.E.K.K.A Three Musketeers
P.E.K.K.A Elite Barbarians Flying Machine
P.E.K.K.A Elite Barbarians Poison
Elite Barbarians P.E.K.K.A Three Musketeers Night Witch
Flying Machine Three Musketeers Baby Dragon
Elite Barbarians Flying Machine Three Musketeers Baby Dragon Poison P.E.K.K.A Night Witch
Poison Elite Barbarians Flying Machine Baby Dragon P.E.K.K.A

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Poison Flying Machine Baby Dragon
Poison Flying Machine Baby Dragon
Flying Machine Baby Dragon Poison
Flying Machine Poison
Poison Baby Dragon
Poison Flying Machine Baby Dragon
Flying Machine Baby Dragon Poison
Poison Flying Machine Baby Dragon
Poison Flying Machine
Elite Barbarians Three Musketeers Poison Night Witch
Poison Flying Machine
Poison Flying Machine Baby Dragon
Flying Machine Poison Elite Barbarians Three Musketeers Baby Dragon
Flying Machine Baby Dragon Poison
Elite Barbarians Flying Machine Baby Dragon Poison
Flying Machine Three Musketeers Baby Dragon Poison
Flying Machine Three Musketeers Baby Dragon Poison
Three Musketeers Poison
Night Witch
Flying Machine Three Musketeers Baby Dragon Poison
Flying Machine Baby Dragon Poison
Baby Dragon Poison Night Witch
Poison
Flying Machine Baby Dragon Poison
Poison Baby Dragon
Poison Flying Machine Baby Dragon
Flying Machine Baby Dragon Poison
Poison Baby Dragon
Elite Barbarians Poison Flying Machine Baby Dragon Night Witch
Flying Machine Poison
Elite Barbarians Night Witch
Poison Night Witch
Poison
P.E.K.K.A
Poison
Flying Machine Night Witch
Poison Flying Machine Three Musketeers Baby Dragon
Poison Flying Machine Three Musketeers Baby Dragon
Flying Machine Baby Dragon Poison
Poison
Elite Barbarians Flying Machine Three Musketeers P.E.K.K.A
Elite Barbarians Flying Machine Baby Dragon Poison
Flying Machine Poison
Poison Flying Machine Baby Dragon

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